Ander
Ander
Sheet
AC 14 · HP 10 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- PerceptionWIS
- PerformanceCHA
- PersuasionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Magical TinkeringLevel 1
You can use thieves' tools or artisan's tools to create a tiny magical object that produces a minor sensory or practical effect, such as shedding light, recording a brief message, emitting an odor, or displaying a static image. You can maintain up to three such objects at once.
- SpellcastingLevel 1
You have learned how to invest mundane objects with magical power. You use Intelligence as your spellcasting ability, prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down, and can use thieves' tools or artisan's tools as a spellcasting focus.
- LuckyHalflingWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- BraveHalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessHalflingYou can move through the space of any creature that is of a size larger than yours.
- Naturally StealthyHalflingYou can attempt to hide even when obscured only by a creature at least one size larger than you.
- Ability Score IncreaseHalflingDexterity increases by 2, and Charisma increases by 1.
- TraitHalflingSmall size.
- TraitHalflingWalking speed of 25 feet.
- ResearcherSage
When Ander does not know a piece of information, he usually knows where and from whom it can be obtained. He can recall the source of obscure lore, locate a library or scholar, and often identify a practical route toward discovering an answer.
Spells
2 spellsSpellcasting. Ander casts with Intelligence (spell save DC 12, to hit with spell attacks).
1st level (2 slots): ,
Gear
10 itemsWeapons
- DaggerA short blade balanced for utility and defense.
- Light hammerA second simple weapon, chosen as a light hammer for workshop use and combat.
- Light crossbowA compact ranged weapon with a wooden stock and iron fittings.
Armor
- Studded leather armorStudded leather armor, maintained with unusual care. Its armor class is 12 plus Dexterity modifier.
Tools
- Thieves' toolsA set of picks, files, tension tools, and delicate probes.
- Tinker's toolsA collection of pliers, wire, small hammers, lenses, clamps, and precision instruments.
- Alchemist's suppliesA compact set of alchemist's supplies, including vials, burners, powders, and stirring rods.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing useful adventuring gear, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Scholar's pack and research journalA leather-bound journal filled with diagrams, copied passages, marginal notes, and unanswered questions.
Appearance
Ander is a compact, quick-moving lightfoot halfling with warm brown skin, hazel eyes, and thick chestnut curls usually tied back with copper wire. He wears carefully maintained studded leather beneath a soot-darkened apron, though nearly every pocket is slightly overfilled with screws, chalk, folded notes, and half-finished tools. His gloves are patched at the fingertips, while a small brass magnifying lens hanging from his collar is polished obsessively. Within a minute of meeting him, most people notice the smell of cedar oil, lamp smoke, and peppermint resin that clings to his clothing.
Mannerisms
He taps a tool against his palm while thinking, labels unfamiliar objects under his breath, and instinctively checks the nearest hinge, latch, and load-bearing beam whenever he enters a room.
Personality
Ander is warm, inquisitive, and relentlessly practical. He enjoys asking questions more than making declarations, but once he recognizes a problem, he becomes difficult to distract from solving it. He is patient with honest ignorance, impatient with deliberate waste, and unexpectedly bold when someone smaller or less protected is being threatened.
Ideals
Knowledge is a lantern, not a trophy. If understanding a thing can prevent suffering, then keeping that knowledge private is a form of cowardice.
Bonds
He carries a water-stained page from the village archive, the only surviving clue to a vanished artificer whose inventions once protected his home. Ander is determined to recover the missing research and return it to the people who taught him that knowledge should serve ordinary lives.
Flaws
Ander cannot leave a mechanism unexplained, even when investigating it is obviously dangerous or socially disastrous. He also tends to mistake having a well-organized notebook for having a well-organized life.
Quirks
Background
Ander grew up in a halfling river settlement where broken locks, cracked kettles, and jammed ferries were treated as ordinary inconveniences rather than reasons to despair. His grandmother ran the village records room, and his uncle repaired every mechanical object that came through the door. Ander spent his childhood copying old maps and asking why things failed. He became a sage almost by accident, first repairing the brass mechanisms of the archive's cabinets, then cataloguing the strange devices found in forgotten ruins along the river.
“His grandmother ran the village records room, and his uncle repaired every mechanical object that came through the door.”
- Background
- Sage
Connections
Species
Halfling
Media
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